by Moonknight » Wed Feb 23, 2011 7:51 pm
I agree with KGB, there should be the option to turn off "Magic" and "Quests". I might like the magic system, I might not, at least I'd have the option.
Pillager, I really like the idea of having magic specific heroes with 'spell skills' that only they can learn, like a Wizard or a Necromancer. I am always all for having heroes with 'unique' specialties. Obviously, all spells have to be 'non-combat' options.
I see the following options working somehow:
Bless stack : +1 Strength or +1 Hit Points...this could be Paladin or Priest specific, maybe you can only do this once every 10 turns or something?
Summon ally : could be 'good' (Pegasus, Unicorn, Archon, etc.) or 'bad' ('Minotaur, Devil, Demon, etc.) ally specific if we had both wizards and necromancers, I would like to only see 4 different types of allies to be summon (ones that won't make things too unbalanced), and each ally should cost different 'Spell points' to learn and cost different amounts of mana/scrolls (something simple like if you summon a unicorn, you can't do any spells for three turns, pegasus four turns, archon five turns, etc.).
Movement : A variety of movement bonuses/increases...I don't like transport, but if it was a temporarily stack movement of 32 or something, I see that working.
Ruin discovery : If we had hidden ruins as an option.
Remove Fog/See into Stacks: Maybe you can do this once every five turns...works well with a Ranger Hero
Track Item/Track Enemy Hero: Would let you see items in play (or maybe which ruin an item is located) or let you track an enemy hero if there is a powerful one that you want to hunt down...works well with a Ranger hero
Invisibility: Makes a stack invisible for up to 5 turns maybe, would not be able to cast any other spell until this is completed.
Balancing will be the issue, but the more I think about it the more I like it...